- Release Year: 2010
- Platforms: Windows
- Publisher: fly-system
- Developer: fly-system
- Genre: Action
- Perspective: Third-person
- Game Mode: Single-player
- Gameplay: Customization, Fighting, Special attacks
- Setting: Fantasy

Description
Elemental Battle Academy is a doujin 3D fighting game developed by fly-system, where players choose from six girls with distinct elemental powers to battle in large, open fantasy arenas from a third-person perspective. Featuring customizable weapons—including swords and guns—and special attacks like Elemental Bursts and Charges, it combines melee and gunplay across modes such as Story, Arcade, and online multiplayer, serving as a ground-combat-focused successor to Magical Battle Arena.
Gameplay Videos
Elemental Battle Academy Guides & Walkthroughs
Elemental Battle Academy Reviews & Reception
lunaticobscurity.blogspot.com : All in all, Elemental Battle Academy is a finely-constructed exercise in tedium.
Elemental Battle Academy: A Doujin Dream of Magical Combat, Frozen in Time
Introduction: The Allure of the Obscure Arena
In the vast, often-overlooked archives of PC gaming lies a curious artifact from the golden age of Japanese doujin (self-published) software: Elemental Battle Academy. Released on April 29, 2010, by the circle fly-system, this title represents a passionate, if deeply flawed, attempt to carve a unique niche in the fighting game genre. It is a game that promises the dizzying spectacle of Virtual On-style 3D mech combat, repackaged with the aesthetic of a mid-2000s magical girl anime, all built on a shoestring budget. This review will argue that Elemental Battle Academy is a fascinating paradox: a technically competent and visually charming game fundamentally undermined by archaic, punishing design choices that render its vibrant battles more a test of endurance than of skill. It stands not as a lost classic, but as a meticulously preserved fossil of a specific, now largely extinct, subgenre—the third-person arena fighter—and a testament to the ambitions and limitations of the doujin development scene at the end of the 2000s.
Development History & Context: The Doujin Ambition After the Crossover
To understand Elemental Battle Academy, one must first look at its predecessor, Magical Battle Arena (2008). That game was a groundbreaking doujin project: a 3D arena fighter that served as a massive crossover, pitting characters from various magical girl anime series against each other. Its success, within its niche, provided fly-system with both a template and a community. Elemental Battle Academy (often abbreviated EBA) was conceived as a successor, but one that shed the legal complexities of a crossover. It allowed fly-system to create an original roster of six girls, each with distinct elemental affinities and weapon sets, giving them complete creative control.
The year 2010 was a transitional period for Japanese PC gaming. Mainstream Western AAA titles dominated global discourse, while the doujin scene thrived on its own terms, often using affordable 3D engines like Torque or custom frameworks. fly-system’s vision was clear: a 3D fighting game with a third-person camera, large stages, and a focus on mixed melee/gunplay. Technologically, the game is impressive for its origins. As noted by the review blog Lunatic Obscurity, it “could easily pass for a mid-budget console game,” with “no glitches, graphical or otherwise,” and a “very stable” feel. This polish is the first layer of the paradox. The constraints were likely financial and human resources—a small team creating original 3D models, animations, and stage geometry without the budget for extensive playtesting or modern quality-of-life features. The result is a game that works perfectly from a technical standpoint but whose fundamental design feels like a relic, consciously or unconsciously emulating the arcade and early-2000s console arena fighters (like Virtual On, Robo-Pit, or Last Legion UX) without adapting their控制系统 for a modern, PC-centric audience.
Narrative & Thematic Deep Dive: Elemental Rivalries in a Vacuum
Elemental Battle Academy presents a narrative framework as minimalist as its mechanical depth. The “story” is delivered через sparse text between missions in Story Mode. The premise is that six girls, each a master of a classical element and hailing from disparate backgrounds (some explicitly magical warriors, others seemingly ordinary students), are enrolled in the “Elemental Battle Academy.” Their purpose is to hone their powers through combat, facing each other and monstrous “mission” opponents in designated arenas.
The characters are defined entirely by their elemental trope and visual design:
* Plum (Fire): The archetypal fiery protagonist, wielding a massive sword (BFS) and donning Stripperiffic armor. Her “improbable weapon” includes a bug-catching net and even a carrot, hinting at a playful, chaotic nature.
* Lierre (Wind): Another Stripperiffic-clad magical girl warrior, representing air with agile, sweeping attacks.
* Noce (Earth/Growth): The “Green Thumb” user, paradoxically a “Small Girl” who wields a “Big Gun” for her elemental attacks, suggesting a contrast between her gentle nature and explosive power.
* Limone (Earth/Dirt): “Dishing Out Dirt,” likely the more grounded, defensive counterpart to Noce’s explosive growth.
* Cyneria (Water): Classified as “Making a Splash” and fitting the “Cute Witch” aesthetic with her fluid combat style.
* Aprico (Light): The “Light ’em Up” user, another “Cute Witch” whose powers emphasize speed and radiant offensive bursts.
The underlying theme is pure, elemental conflict—the classical philosophical opposition of Fire vs. Water, Earth vs. Air, etc., rendered through the lens of shonen/battle anime and magical girl tropes. There is no grand conspiracy, no tragic backstory revealed in-game. The narrative is a pure casus belli, a justification for the core loop. This isn’t a failing unique to EBA; in many fighting games, story is secondary to character expression through combat. However, for a game so focused on its single-player “Story Mode,” the utter lack of character depth or plot progression is a notable void. The world-building exists only in the juxtaposition of the academy setting with the vast, surreal arenas and the characters’ outlandish weaponry. It’s a world where the only language is combat, and the only history is written in elemental clashes.
Gameplay Mechanics & Systems: The Architecture of Tedium
This is where Elemental Battle Academy‘s elegant architecture collapses into frustrating gameplay. The core loop is a 3D arena fighter for up to 8 players (or AI), from a third-person behind-the-character perspective. Each character has:
1. A Melee Weapon: Swords, spears, knives, etc.
2. A Ranged Weapon: Guns, from pistols to machine guns.
3. Elemental Abilities:
* E. Attack: A powerful, wide-area special attack, usable as a finisher.
* E. Burst: A super mode that enhances E. Attacks, with three chargeable levels.
* E. Charge: A mechanic for “charging, locking and attacking,” likely a focus attack or parry system.
4. Spirit Animals: Temporary power-ups that can be found in arenas to boost elemental abilities.
The systems themselves are conceptually rich. The “Sword and Gun” dynamic, the tiered “Limit Break” E. Burst, and the environmental item pickups (green boxes containing weapons) offer strategic depth. Customization allows players to tweak weapon loadouts, theoretically encouraging experimentation.
The Fatal Flaws:
* Control Scheme: This is the game’s most catastrophic design decision. As Lunatic Obscurity details, the mapping is a nightmare of competing inputs. Movement is on the left stick. Turning/Aiming is on the right stick. Attack (for both melee and ranged) is a face button (Square/X). To shoot, you must hold R2 (trigger) to ready your gun, aim with the right stick, then press Square/X to fire. Meanwhile, you’re trying to move with the left stick to dodge. This requires an impossible four-button+directional gymnastics for what should be a fluid action. It feels designed for a controller with six thumbs, not a human hand. In a fast-paced 8-player melee, this transforms combat from a dynamic dance into a laborious, fumbling exercise.
* Health & Match Pacing: Characters have “way too much health.” Combined with the default “best of five knockouts” rule, matches become interminable slugfests. The large, “cavernous” arenas exacerbate this. Even with 8 players, the stages feel “vast and empty,” leading to long periods of searching for opponents rather than fighting. In Story Mode’s one-on-one bouts, this emptiness becomes sheer tedium.
* Arena Design: The size prioritizes spectacle over gameplay. While visually impressive, the scale works against the clunky controls and high health, creating a frustrating disconnect between the game’s potential energy and its actual kinetic feel.
The unlockable cosmetics (“And Your Reward Is Clothes”), from school swimsuits to Miku Hatsune cosplays, are a charming doujin touch, but they are a band-aid on a severed artery. The reward loop is disconnected from the fundamentally un-fun core combat.
World-Building, Art & Sound: A Vibrant, Hollow Stage
The game’s aesthetic is its most consistent saving grace. The “Anime / Manga” art style is clean, colorful, and saturated with the kind of hyper-stylized flair expected of the magical girl genre. Character designs are bold and memorable, even if they lean heavily into established tropes (the “Stripperiffic” armor for fire and wind users, the “Cute Witch” archetypes for water and light). The 3D models, for a doujin title, are detailed and animate well, capturing a sense of weight and impact, especially during E. Burst animations where characters “take their BFGs or BFSs and take them up to eleven.”
The arenas are the other standout. They are large, fantastical environments—floating platforms above cloudscapes, ornate coliseums, bizarre geological formations. They scream creativity and ambition. However, as criticized, their scale is their enemy. They lack the intricate, layered architecture of a Super Smash Bros. stage or the intimate, hazard-filled arenas of a traditional fighter. They are beautiful backdrops for a movie that never happens, vast spaces where the action is too sparse to be exciting.
The sound design is less documented, but typical of the era’s doujin games: likely a mix of synthesized J-rock/anime-style battle themes, repetitive but functional voice clips for attacks (“Elemental Attack!”), and sound effects that get the job done without exceptional distinction. It serves the atmosphere but doesn’t elevate it. The overall experience is one of a world bursting with visual potential that the gameplay mechanics fail to populate with meaningful activity.
Reception & Legacy: The Quiet Obscurity of a Flawed Gem
Elemental Battle Academy‘s reception is almost a case study in obscurity. On MobyGames, it has a single player rating averaging 3.9/5, but zero written reviews. It is not ranked. It was never commercially released outside of Japan, distributed via the fly-system website and patches. Its presence on platforms like the GOG Dreamlist (with a modest 16 votes) speaks to a tiny, persistent niche audience of doujin enthusiasts and fighting game archivists.
Its contemporary influence was virtually nil. It existed in a silo: known mainly to fans of Magical Battle Arena and a subset of Japanese players obsessed with the niche “third-person arena fighter” genre. As the commenter on Lunatic Obscurity notes, these games were already a dying breed in arcades, surviving only in doujin circles. EBA did not “fail to modernize” its controls by accident; it was faithfully reproducing a control scheme from a bygone era (think Virtual On‘s twin sticks) without the auto-aim or refinements that made those arcade cabinets playable. It was a purist’s vision on PC, where such schemes feel archaic.
Its legacy is therefore archaeological. It is a preserved example of:
1. The technical capability of mid-2000s/early-2010s doujin circles.
2. The persistent, niche appeal of the magical girl aesthetic in game mechanics.
3. The specific design ethos of the arcade-inspired 3D arena fighter, with all its spatial and pacing pitfalls.
It did not spawn a genre revival. Instead, it is cited by retro enthusiasts as a curious endpoint. The commenter speculates that its spiritual descendants are online-focused, class-based brawlers like KurtzPel or Black Clover: Quartet Knights—games that learned the lesson of tight, intuitive controls and meaningful player presence in a 3D space, something EBA fundamentally missed.
Conclusion: A Beautiful, Broken Relic
Elemental Battle Academy is not a good game by any conventional measure of fun, engagement, or accessible design. Its control scheme is a cardinal sin of player ergonomics, its health values and stage sizes inflate matches to a tedious scale, and its narrative is an afterthought. To play it is to engage in a constant, frustrating negotiation with the interface.
And yet, it is impossible to dismiss entirely. It carries the undeniable charm of a passionate, hands-on project. The art is lovely, the concept—magical girls duking it out in massive elemental arenas—is inherently appealing, and the technical stability is remarkable for its origins. It is a game that should have been great, but whose design philosophy was trapped in a different era, refusing to evolve for its new PC, single-to-four-player context. It is the doujin equivalent of a beautifully restored car with a flawed engine: a joy to look at and talk about, but deeply unpleasant to drive for any sustained period.
In the grand history of video games, Elemental Battle Academy is a footnote—a “kusoge” (bad game) with a heart of gold. It represents a dead-end branch on the evolutionary tree of fighting games, one nurtured by love for a specific aesthetic and subgenre but starved of the critical design feedback needed to thrive. Its true value is not in its playability, but in its existence: a tangible, playable document of what the doujin dream looked like at a moment when the indie boom was still a decade away, and when ambition could sometimes outpace fundamental design sense. For historians and completionists, it is a curious prize. For anyone seeking a fun, balanced fighting experience, it is a profound and beautifully rendered exercise in tedium.